Information supply system and program for a multi-player game

ABSTRACT

In order to provide an information supply system and a program for a multi-player game that are capable of giving dramatic development to a game story based on selections input by the players, a system is provided with a game information generation section which generates game information and a transfer section which supplies the generated game information to a portable telephone and acquires selection input information of the players. The game information generation section is used to generate game information allowing selection inputs by first and second players and response information corresponding to selection inputs by the first and second players, and the transfer section is used to supply the game information and response information to the portable telephones operated by the first and second players.

TECHNICAL FIELD

The present invention relates to an information supply system and aprogram for a multi-player game.

BACKGROUND ART

Multiple-story games and multiple-ending games, in which the story orending of each game is based on selection inputs of the players, areprovided.

However, in such prior-art games, changes in the contents of a game arebased on the selection inputs of one player.

The recent spread of networks such as the Internet has made it possibleto popularize network games.

In a network game, one game space is shared between a plurality ofplayers. With such a game space, however, the plurality of players canmake selections and move about at will, so that the selection of oneplayer has little effect on the other players. For that reason, eachplayer is unable to fully enjoy a game in which factors such as thechoices made by a plurality of players within a common game space aremutually influential.

In a game in which the game story progresses in accordance withselections made by the players, particularly in an adventure game or thelike, it is extremely important to produce a game in which factors suchas the selections made by a plurality of players are mutuallyinfluential.

DISCLOSURE OF THE INVENTION

The present invention was devised in the light of the above describedtechnical situation and may provide an information supply system and aprogram for a multi-player game that are capable of giving dramaticdevelopment to a game story based on selections input by the players.

(1) In order to address the above described technical problems, there isprovided an information supply system for a multi-player gamecomprising:

information generation means which generates information used to performthe multi-player game at a predetermined terminal device, whereinvariations in a story are based on a selection input by a player;

supply means which supplies the generated information to the terminaldevice; and

acquisition means which acquires selection input information input by aplayer through the terminal device,

wherein the multi-player game is an individual selection input type ofgame wherein different responses are output in correspondence toselection inputs;

wherein the information generation means generates:

first game information allowing a selection input by a first player whenan event requiring a selection input by the first player occurs in thegame;

first response information corresponding to a selection input by thefirst player acquired by the acquisition means;

second game information allowing a selection input by a second playerwhen an event requiring a selection input by the second player occurs inthe game; and

second response information corresponding to a selection input by thesecond player acquired by the acquisition means; and

wherein the supply means supplies:

the first game information to a terminal device operated by the firstplayer;

the second game information to a terminal device operated by the secondplayer; and

the first and second response information to the terminal devices of thefirst and second players.

(2) According to the present invention, there is also provided a programembodied on an information storage medium or in a carrier wave, and usedto supply information that is used to perform a multi-player game at apredetermined terminal device, wherein variations in a story are basedon a selection input by a player, the program implementing in acomputer:

information generation means which generates the information used toperform the multi-player game;

supply means which supplies the generated information to the terminaldevice; and

acquisition means which acquires selection input information input by aplayer through the terminal device,

wherein the multi-player game is an individual selection input type ofgame wherein different responses are output in correspondence toselection inputs;

wherein the information generation means generates:

first game information allowing a selection input by a first player whenan event requiring a selection input by the first player occurs in thegame;

first response information corresponding to a selection input by thefirst player acquired by the acquisition means;

second game information allowing a selection input by a second playerwhen an event requiring a selection input by the second player occurs inthe game; and

second response information corresponding to a selection input by thesecond player acquired by the acquisition means; and

wherein the supply means supplies:

the first game information to a terminal device operated by the firstplayer;

the second game information to a terminal device operated by the secondplayer; and

the first and second response information to the terminal devices of thefirst and second players.

The present invention makes it possible to supply the responseinformation in common to the terminal devices of the players, where theresponse information is generated by the selections performed by theplayers individually. This ensures that the terminal devices displaysubstantially the same game images and substantially the same gamesound. In other words, a selection made by a first player influencesdetails of the game of a second player, and a selection made by thesecond player influences details of the game of the first player.

Since each player therefore experiences changes in the details of his orher own game story caused by a selection made by the other player, it ispossible to feel an interest in this multi-player game that is notpresent in a prior-art single-player game.

Note that a game in which an opportunity of selection is selectivelygiven to a player in this case corresponds to a simulation game,role-playing game, adventure game, or fortune-telling game, by way ofexample.

(3) In this information supply system or program, the informationgeneration means may cause the generation of an event requiring aselection input by the first and second player, based on the gamesituation.

This makes it possible for a device on the information supply side tocontrol the passing of the selection authority to one of the players,based on the game situation. This also makes it possible to pass theselection authority not only in a simple sequence such as first player,second player, third player, then first player, but also in acomplicated sequence such as first player, third player, second player,then third player again.

This makes the game development more interesting, thus increasing thedegree of satisfaction of the players with respect to the game.

(4) This information supply system may further comprise mail generationmeans which generates notice information notifying receipt of aselection input in electronic mail format, when the acquisition meansacquires a selection input by the first or second player; and the supplymeans may supply the generated notice information as electronic mail tothe terminal device operated by the second or first player.

(5) This program may further implement in a computer, mail generationmeans which generates notice information notifying receipt of aselection input in electronic mail format, when the acquisition meansacquires a selection input by the first or second player; and the supplymeans may supply the generated notice information as electronic mail tothe terminal device operated by the second or first player.

This makes it possible for a player to check that other players haveinput selections, by electronic mail. This also enables the player toperform other operations such as web site browsing on the Internet whilethe connection to the game network is down. In other words, each playercan utilize time efficiently, since it is not necessary to wait in astate in which the connection to the game network is maintained untilthe other players have completed their selection inputs.

(6) In this information supply system or program, the acquisition meansmay acquire personal information including identification information ofa player and a captured image of a player, through a personalinformation input device having input means and capturing means; and theinformation generation means may use the acquired personal informationto generate the information to be used to perform the multi-player game.

This makes it possible to display facial photographs of the players andgame images that introduce profiles of the players, on the terminaldevices. This creates affinity and a feeling of solidarity between theplayers, thus making the multi-player game even more enjoyable.

(7) According to the present invention, there is provided anotherinformation supply system for a multi-player game comprising:

information generation means which generates information used to performthe multi-player game at a predetermined terminal device based on aselection input by a player;

supply means which supplies the generated information to the terminaldevice; and

acquisition means which acquires selection input information input by aplayer through the terminal device,

wherein the multi-player game is a simultaneous selection input type ofgame wherein different responses are output in correspondence toselection inputs;

wherein the information generation means generates:

game information allowing selection inputs by first and second playerswhen a predetermined event requiring a selection input occurs in thegame; and

response information corresponding to selection inputs by the first andsecond players acquired by the acquisition means; and

wherein the supply means supplies the game information and responseinformation to terminal devices operated by the first and secondplayers.

(8) According to the present invention, there is provided anotherprogram embodied on an information storage medium or in a carrier wave,and used to supply information that is used to perform a multi-playergame at a predetermined terminal device based on a selection input by aplayer, the program implementing in a computer:

information generation means which generates the information used toperform the multi-player game;

supply means which supplies the generated information to the terminaldevice; and

acquisition means which acquires selection input information input by aplayer through the terminal device,

wherein the multi-player game is a simultaneous selection input type ofgame wherein different responses are output in correspondence toselection inputs;

wherein the information generation means generates:

game information allowing selection inputs by first and second playerswhen a predetermined event requiring a selection input occurs in thegame; and

response information corresponding to selection inputs by the first andsecond players acquired by the acquisition means; and

wherein the supply means supplies the game information and responseinformation to terminal devices operated by the first and secondplayers.

The present invention supplies the response information that isgenerated in correspondence to simultaneous selections performed by theplayers within a predetermined time, in common to the terminal devicesof the players. This ensures that substantially the same game images aredisplayed and substantially the same game sounds are output to theterminal devices.

In other words, game details such as the development of the game storyare modified not only by the selections of one player, but also by theselections of the other players.

Since each player therefore experiences changes in the details of his orher own game story caused by a selection made by the other player, it ispossible to feel an interest in this multi-player game that is notpresent in a prior-art single-player game.

Note that a simultaneous selection input type of game in this casecorresponds to a simulation game, role-playing game, adventure game,fortune-telling game, or quiz game, by way of example.

(9) This information supply system may further comprise determinationmeans which automatically determines a content of a selection input whenthe acquisition means has not acquired any selection input informationfrom a player within a predetermined time; and the informationgeneration means may use a selection input having a content determinedby the determination means to generate the information used to performthe multi-player game.

(10) This program may further implement in a computer, determinationmeans which automatically determines a content of a selection input whenthe acquisition means has not acquired any selection input informationfrom a player within a predetermined time; and the informationgeneration means may use a selection input having a content determinedby the determination means to generate the information used to performthe multi-player game.

This makes it possible to prevent the occurrence of a state in whichthere is a long time waiting for a response, when there is no responsefrom a player. Since this reduces the maximum waiting time, each playercan play the game smoothly.

(11) In this information supply system or program, the determinationmeans may determine a content of a selection input for at least one ofthe first and second players at random, or by a lottery, or based on anyone of the selection input order, time elapsed in a selection input, atime at which a selection input is done, a game score, the state of gameprogress, and a region to which the first or second player belongs.

This makes it possible to provide variations in the game progress bymaking determinations based on at least one of the above criteria.

If, for example, the region of a first player is Osaka and the region ofa second player is Tokyo, priority may be given to the first player'sselection of selection choices presented in Osaka dialect and the secondplayer's selection of selection choices presented in Tokyo dialect.

In this information supply system and program, the selection inputinformation could be information that is based on at least one ofcharacter-string input and key input.

This enables different response outputs in developments in the gamestory, for example, by having the players select items, input dialog,select character movements, or the like.

Since this therefore means that the difference in one selection inputcan produce a different game story the next time the game is played,particularly if it is a game played repeatedly by several people, theplayers can enjoy the game for a long time without becoming sick of it.

In this information supply system and the program, the informationgeneration means could cause changes in predetermined game parametersthat are used in the generation of the game information, based on theselection inputs of the players.

If, for example, a player selects a desirable point from the gamedevelopment point of view, the game parameters of that player or boththat player and another player could be changed in accordance with thatplayer's desire.

More specifically, if the selections of a player playing a male role anda player playing a female role match in a couples game, the degree ofcompatibility could be increased by ten points.

This makes it possible to ensure that a multi-player game is moreinteresting.

Note that game parameters in this case refer to factors such as thedegree of compatibility, points gained, number of coins, and the lifeforce, attacking force, and defensive force of the characters.

In this information supply system and the program, the terminal devicecould be a portable type of terminal device.

This makes it possible for anyone to enjoy the multi-player game, at anytime and at any place.

Note that a portable type of terminal device in this case refers to aportable type of telephone set such as a mobile phone, a personaldigital assistant having communications functions, a portable type of PChaving communications functions, or a portable type of game machinehaving communications functions.

In this information supply system and program, the portable type ofterminal device could be a portable type of telephone set.

Note also that the portable type of telephone set in this case could bea portable telephone, a personal handyphone system (PHS) unit, or aportable telephone that employs satellite communications.

In this information supply system and program, the terminal device couldbe an arcade game machine.

This makes it possible for a player at a game establishment or the liketo enjoy a multi-player game wherein the selections of the playersaffect each other, using the insertion of a coin or a previouslypurchased game card.

In the information supply system and program, the arcade game machinecould comprise means for outputting game information that is generatedon the basis of the personal information, in a predetermined format.

This makes it possible for players to print out facial photographs andplayer profiles of themselves and their partners, for output on paper orcards. This creates affinity and a feeling of solidarity between theplayers, thus making the multi-player game even more enjoyable.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic view of a game system in accordance with anexample of one embodiment of the present invention.

FIG. 2 shows image transitions when the selection authority passes froma detective side to a perpetrator side, in this example of thisembodiment.

FIG. 3 shows image transitions when the selection authority passes fromthe perpetrator side to the detective side, in this example of thisembodiment.

FIG. 4 shows image transitions when both the detective side and theperpetrator side have the selection authority, in an example of thisembodiment.

FIG. 5 is a functional block diagram of a game system in accordance withan example of this embodiment.

FIG. 6 is a schematic view of the data configuration of user data inaccordance with this example of this embodiment.

FIG. 7 is a schematic view of the data configuration of partner data inaccordance with this example of this embodiment.

FIG. 8 is a flowchart of the ending sequence in accordance with thisexample of this embodiment.

FIG. 9 is a schematic view of a game system in accordance with anotherexample of one embodiment of the present invention.

BEST MODE FOR CARRYING OUT THE INVENTION

The present invention is described below with reference to theaccompanying figures, taking as an example of the application thereofthe use in an information supply system that supplies game informationfor implementing an adventure game of a multiple-story type ofmulti-player style, in which the selections by the players causevariations in the game story. Note that the embodiments described belowdo not in any manner limit the scope of the invention laid out herein.Furthermore, the entire configuration of the embodiment described belowis not limited as means for resolving the invention as laid out in thisapplication.

Outline of Game System

A schematic view of a game system in accordance with an example of thisembodiment is shown in FIG. 1.

The game system comprises a portable telephone 200, which is a portabletype of terminal device with which the player plays the game, and a gameinformation distribution device 100, which generates game informationbased on distribution request information (comprising selectioninformation and operating information or the like) that is transmittedover a transfer path from the portable telephone 200, and whichfunctions as a game information supply system for transmitting gameinformation to the portable telephone 200.

In this case, the game information distribution device 100 and theportable telephone 200 are connected together by a network 300. Thetransfer path between the game information distribution device 100 andthe portable telephone 200 comprises a wireless transfer path 320 and awired transfer path 310.

Note that entities such as ground stations, packet assembly/disassemblydevices, and the Internet are disposed within the network 300. Inpractice, a plurality of the portable telephones 200 are connected tothe game information distribution device 100 by the network 300.

A player uses the portable telephone 200 to connect to the network 300.The portable telephone 200 transmits to the game informationdistribution device 100 some distribution request information that hasbeen generated on the basis of the player's operations. Game informationis generated by the game information distribution device 100 in answerto the distribution request and is transmitted to the portable telephone200.

The portable telephone 200 receives game information from the gameinformation distribution device 100, and executes a game by displayinggame images on a screen and outputting sounds.

In a multi-player game played by a plurality of players (a plurality ofhuman players, or a combination of human players and computer players),game details are in common between players that have formed groups ofsimilar players (also called “coupling”).

If a multi-player game is implemented by grouping in this manner, theselection inputs of players that form each group affect each other, butit is important to ensure that the game is more interesting.

These selection inputs are implemented by having the player use meanssuch as the arrow keys of the portable telephone 200 to select one or aplurality of selection choices from a plurality of selection choicesthat are displayed on the screen of the portable telephone 200.

Methods of inducing the players to perform selection inputs in amulti-player game are a method by which a selection authority thatpermits selection input is passed between players in sequence(individual selection input method) and a method by which the playersare granted the selection authority substantially simultaneously(simultaneous selection input method).

The description below first deals with the individual selection inputmethod, followed by the simultaneous selection input method.

The following describes transitions in the game images displayed on thescreen of the portable telephone 200. This embodiment of the presentinvention is described on the assumption that this is an adventure gamewherein a first player participates in the game as a detective and asecond player participates as a perpetrator role.

The image transitions shown in FIG. 2 are those that occur when theselection authority transfers from the detective side to the perpetratorside, in relation to an example of this embodiment.

With the individual selection input method, the initial selectionauthority is granted to a player called Nakamura, who is playing thedetective, in a state in which the game has started. An image 400 isdisplayed to present a plurality of selection choices as to whether thecase is suicide or homicide (1. “I think it was homicide” or 2. “I thinkit was suicide”) is displayed on the screen of the portable telephone200 of the player in the detective role, by way of example.

When the image 400 is displayed by the portable telephone 200 of theplayer in the detective role, an image 406 that differs from the image400 is displayed on the screen of the portable telephone 200 of theplayer on the perpetrator side. The player in the perpetrator role candetermine whether the player in the detective role has selected suicideor homicide, from reference to the image 406.

If the player in the detective role has selected 1. “I think it washomicide” from the image 400, images such as images 401 and 402 are thendisplayed on the portable telephone 200 of the player in the detectiverole. With the image 401, a character string relating to homicide isdisplayed, such as: “If this was a homicide, the viewpoint on the casehas turned through 180.”

In such a case, images 407 and 408, which are similar to the images 401and 402, are displayed on the portable telephone 200 of the player inthe perpetrator role.

If the player in the detective role has selected 2. “I think it'ssuicide,” images such as images 403 and 404 are displayed on theportable telephone 200 of the player in the detective role. The image403 displays a character string relating to suicide, such as “If youassume this was suicide.”

In such a case, images similar to the images 403 and 404 are displayedon the portable telephone 200 of the player on the perpetrator side.

If an event that has to be selected by the player on the perpetratorside occurs after an image corresponding to the selection of the playerin the detective role has been displayed, the selection authority passesfrom the player in the detective role to the player in the perpetratorrole.

After the display of the image corresponding to the selection of theplayer in the detective role, images are displayed in common on theportable telephones 200 of each of the detective player and theperpetrator player, such as image 405 or 409.

The description now turns to image transitions after the selectionauthority has passed to the player in the perpetrator role.

The image transitions shown in FIG. 3 are those that occur when theselection authority transfers from the perpetrator side to the detectiveside, in relation to an example of this embodiment.

In a state in which the selection authority has passed to the player inthe perpetrator role, an image 414 providing a plurality of selectionchoices relating to secret protection (1. “Eliminate the woman toprotect the secrets” and 2. “Continue to share secrets with the woman”)is displayed on the screen of the portable telephone 200 of the playerin the perpetrator role.

In that case, an image 410 that differs from the image 414 is displayedon the portable telephone 200 of the player on the detective side.

If the player in the perpetrator role has selected 1. “Eliminate thewoman to protect the secrets”, images such as images 415 and 416 aredisplayed on the portable telephone 200 of the player in the perpetratorrole. The image 415 is displayed as a character string corresponding tothe elimination of the woman, such as: “He put the woman in the seatnext to the driver's seat and left the hotel.”

In that case, images 411 and 412 that are the same as the images 415 and416 are displayed on the portable telephone 200 of the player in thedetective role.

If the player in the perpetrator role has selected 2. “Continue to sharesecrets with the woman,” on the other hand, images such as images 417and 418 are displayed on the portable telephone 200 of the player in theperpetrator role. The image 417 displays a character string relating tosharing the secret with the woman, such as: “‘What should I do?’Ushijima hesitated.”

In that case, the images 417 and 418 are displayed on the portabletelephone 200 of the player in the detective role.

If an event occurs that the player on the detective side has to select,after an image corresponding to the selection of the player in theperpetrator role has been displayed, the selection authority passes fromthe player in the perpetrator role to the player in the detective role.

After the display of the image corresponding to the selection of theplayer in the perpetrator role, several images that are common to boththe detective role and the perpetrator role are displayed on theportable telephone 200 of each player, such as images 413 and 419.

Note that it can happen that only one player is granted the selectionauthority, as described above, but it can also happen that all playersare granted the selection authority simultaneously.

The description now turns to image transitions in the simultaneousselection input method in which all the players are granted theselection authority simultaneously.

The image transitions shown in FIG. 4 are those that occur when both theperpetrator side and the detective side have the selection authority, inrelation to an example of this embodiment.

At this point, assume a situation in which Nakamura, who is controllingthe player in the detective role, has chased Ushijima, who iscontrolling the player in the perpetrator role, into a building.

An image 420 is displayed on the screen of the portable telephone 200 ofthe player in the detective role, to provide a plurality of selectionchoices for trapping the perpetrator (1. “Follow the blood trail intothe building” 2. “Block the entrance”).

At the same time, an image 424 is displayed on the screen of theportable telephone 200 of the player in the perpetrator role, to providea plurality of selection choices for escaping from the detective (1.“Make a stand here” 2. “Escape from the building”).

At this point, assume that the player in the detective role selects 1.“Follow the blood trail into the building” and the player in theperpetrator role selects 1. “Make a stand here.”

Since both the detective and the perpetrator are in the building in thiscase, an images such as images 421 and 422 that are specific to thedetective role are shown on the screen of the player in the detectiverole, together with an image such as an image 423 that is common to theperpetrator role as well.

Similarly, images such as images 425 and 426 that are specific to theperpetrator role are displayed on the screen of the player in theperpetrator role, together with an image such as an image 427 that iscommon to the detective role as well.

More specifically, the character string: “‘It's come to this . . . ’Ushijima leaned against the wall and aimed his gun.” is displayed as theimages 423 and 427, by way of example.

If the player in the detective role has selected 2 from the image 420and the player in the perpetrator role has selected 2 from the image424, an image 428 is displayed. If the selections made by the player inthe detective role and the player in the perpetrator role are different(if, for example, the player in the detective role selects 1 and theplayer in the perpetrator role selects 2), the image 428 is displayed.

In other words, details of the images and transitions of the imagesdisplayed on the portable telephone 200 of each player will differaccording to the selections made by the players.

In FIGS. 2 to 4 described above, the game information distributiondevice 100 causes the generation of predetermined events based on thegame situation, and allocates the selection authority to the players inanswer to those events. In addition, the game information distributiondevice 100 determines the selection input of each player, and generatessuitable game information for distribution to the portable telephones200 of the players, based on factors such as whether or not theselection authority has been set and whether or not there is a matchbetween the selection choices selected by the players.

The above processing makes it possible to vary the game story inaccordance with the selections made by other players, and thus providethe players with a more realistic multi-player game, by granting theselection authority individually to each player or granting itsimultaneously to the players.

The description now turns to the functional blocks of a game systemcomprising the game information distribution device 100 for implementingthe above functions.

A functional block diagram of a game system in accordance with anexample of this embodiment is shown in FIG. 5.

The portable telephone 200 comprises an operating section 210 configuredof components such as character input keys, a transfer section 290 thattransmits distribution request information comprising operatinginformation from the operating section 210 and receives game informationfrom the game information distribution device 100, the storage section230 that temporarily stores the received game information, a displaysection 220 that uses a browser to shape game images for display on aliquid-crystal screen, based on the game information stored in thestorage section 230, and a sound output section 222 that outputs gamesounds based on that game information.

Note that the game information in this case is information relating tothe game, such as data, a program, or an object combining data and aprogram, for implementing the game, by way of example. This gameinformation also comprises information for reproducing game sounds, inaddition to game images.

The game information distribution device 100 comprises a transfersection 190, which functions as an acquisition means and supply meansfor receiving (acquiring) distribution request information from theportable telephone 200 and transmitting (supplying) game information,and a game information generation section 111, which functions as aninformation generation means for identifying which portable telephone200 has transmitted and generating game information based on thereceived distribution request information. Note that the transfersection 190 has both a supply function and an acquisition function, butthe transfer section 190 could also be divided into separate supplymeans and acquisition means.

The game information generation section 111 comprises an imagegeneration section 113, which generates image information for displayingimages on the portable telephone 200, and a sound generation section114, which generates sound information for the output of sounds by theportable telephone 200

The game information generation section 111 also comprises an imagegeneration section 113 that generates image information for the displayof images on the portable telephone 200 and a sound generation section114 that generates sound information for the output of sounds by theportable telephone 200.

The game information distribution device 100 further comprises adetermination section 115 that determines requests based on requestinformation transmitted from the portable telephone 200 and a mailgeneration section 117 that generates electronic mail. If there is noresponse from the portable telephone 200 within the predetermined time,based on the value of the timer section 119, the determination section115 determines that there has been no response and performspredetermined processing.

Note that image information, sound information, and electronic mail aretypes of game information. The image generation section 113, the soundgeneration section 114, and the mail generation section 117 eachgenerate game information as appropriate, with reference to user data121, partner data 122, and game data 123 stored in a storage section 120that has a predetermined storage area.

The game information generation section 111, the determination section115, and the mail generation section 117 are comprised within aprocessing section 110, and the functions thereof could be implementedby means such as a CPU. More specifically, the image generation section113 is configured in such a manner that it generates game image pagesdynamically, by software that uses the common gateway interface (CGI).

The storage section 120 is implemented by means such as RAM and thetransfer section 190 is implemented by means such as a communicationsdevice having a packet assembler/disassembler (PAD) function, by way ofexample.

Note that it is also possible to have a configuration in which aninformation storage medium 180 is connected to the game informationdistribution device 100, whereby the functions thereof can beimplemented by reading a program from that information storage medium180. For an implementation of the game information generation section111 in this case, by way of example, the above described program is forimplementing the information generation means that generates the gameinformation and the supply means that supplies the thus-generated gameinformation to each portable telephone 200.

The program stored in the information storage medium 180 could beimplemented (embodied) by carrier waves. In other words, it is possibleto implement the previously described functions by having the gameinformation distribution device 100 fetch information through thenetwork from a predetermined host terminal or the like, without usingthe information storage medium 180.

Note that a storage medium using a laser or magnetic means, such as aCD-ROM, DVD-ROM, IC card, ROM, RAM, memory card or hard disk, could beused as the information storage medium 180. In addition, the method ofreading out information (the program) from the information storagemedium 180 could be a direct method or an indirect method.

The description now turns to the data configuration of the abovedescribed user data 121.

A schematic view of the data configuration of the user data 121 inaccordance with an example of this embodiment is shown in FIG. 6.

The user data 121 is data for managing personal information of the user.The data items of the user data 121 correspond to details such as “UserID”, “User Name”, “mail address”, and “region”, which form useridentification information.

The game information generation section 111 can recognize that the userhas an “User ID” of “00000123”, a “User Name” of “Nakamura Taro”, a“mail address” of “aa@aa.co.jp”, and is in the “region” of “Tokyo, byreferencing the user data 121.

The description now turns to the data configuration of the abovedescribed partner data 122.

A schematic view of the data configuration of the user partner data 122in accordance with an example of this embodiment is shown in FIG. 7.

The partner data 122 is data for recognizing the user linked thereto,and also for recognizing the game situation of each user. The data itemsin the partner data 122 correspond to details such as “User ID”, “UserName”, “Role”, “Selection authority flag”, “Response completed flag”,“Selection”, and “Points”.

In this case, the “User Name” is the name of a game character or thelike, which has been input by the user from the setting screen.Similarly, the “Role” is the role of the game character, which has beenselected to be “detective” by the user from the setting screen.

The “Selection authority flag” indicates whether or not each player hasthe selection authority at the current point and the “Response completedflag” indicates whether or not each player has made a response at thecurrent point.

Similarly, “Selection” indicates the number of the option that has beenselected by each player, and “Points” indicates the number of pointsobtained by each player at the current time.

Note that “User ID” of the partner data 122 is linked to “User ID” ofthe user data 121, so that “User ID” can be used as a key for purposessuch as searching the user data 121 and the partner data 122.

The description now turns to the operation of the various components ofthe game information distribution device 100 from the progression of thegame described with reference to FIGS. 2 to 4 up until the endingthereof, with reference to a flowchart.

A flowchart of the sequence up until the ending in accordance with anexample of this embodiment is shown in FIG. 8.

First of all, the game information generation section 111 generates gameinformation for creating a predetermined event such as the abovedescribed selection of suicide or homicide, based on the game situation,and the transfer section 190 transmits that game information to theportable telephone 200. The portable telephone 200 displays game imagesand outputs game sounds, based on that game information, to move thegame forward on the portable telephone 200 (step S2).

This displays the predetermined image transitions of the various imagesshown in FIGS. 2 to 4 on the portable telephone 200 of each player.

During the progress of the game, the determination section 115 allocatesthe selection authority to the players, provided the ending event hasnot occurred (step S4). The progress of the game is based on theplayers' selections.

The determination section 115 determines the selection authority forallocating the selection authority to at least one of the player in thedetective role and the player in the perpetrator role, by way ofexample, based on the state of progress of the game (step S6).

More specifically, the determination section 115 sets the “Selectionauthority flag” of the partner data 122 of the player who has theselection authority to “ON” and the “Selection authority flag” of theplayer who does not have the selection authority to “OFF”. This makes itpossible for the determination section 115 to identify which playercurrently has the selection authority, in a simple manner.

Once the selection authority is determined, the game informationgeneration section 111 generates the game information for selectioninput and the transfer section 190 distributes that game information forselection input to the portable telephone 200 (step S8).

The game information distribution device 100 waits until there is aresponse from the player using the portable telephone 200 (step S10).

If the game information for selection input is distributed to theportable telephones 200 by the transfer section 190, the determinationsection 115 reads out the value in the timer section 119 and stores thatvalue in the storage section 120 as the distribution date.

The determination section 115 determines whether or not there is aplayer response from the portable telephones 200 within a predeterminedtime from that response-waiting state, based on elapsed time from thestored distribution date (step S12).

If there is a response within the predetermined time, the determinationsection 115 changes the “Response completed flag” of the partner data122 to 1 (“YES”) and also determines whether or not there are responsesfrom all the players, by referencing the value of the “Responsecompleted flag” of each player (step S14).

If there are responses, the determination section 115 inputs the numberselected by each player who responded into “Selection” of the partnerdata 122.

If all the responses are there, the determination section 115 determinesthe next development in the game story or the like, based onpredetermined criteria (step S18).

In this case, the predetermined criteria could be factors such as theselection input order (for example, the first responder has priority orthe last responder has priority), time elapsed in a selection input (forexample, the responder within the shortest time has priority), a time atwhich a selection input is done (for example, a responder who made aselection input in the morning has priority), at random, by lottery, thestate of the game score (for example, the responder with the highestscore has priority), the state of progress of the game, or the region towhich the player belongs.

This makes it possible to provide variations in the game progress bymaking determinations based on at least one of the above criteria.

If, for example, the region of a first player is Osaka and the region ofa second player is Tokyo, priority may be given to the first player'sselection of selection choices presented in Osaka dialect and the secondplayer's selection of selection choices presented in Tokyo dialect.

Similarly, if a time at which a selection input is done is used as acriterion, by way of example, it is possible to set up a situation wherethe character operated by each player acquires a game hint by talking toan assistant in a Bakery, but a message such as “They are alreadyasleep” is displayed to a player who accesses the Bakery at night, sothat the player cannot use that selection, whereas a message such as“Welcome!” is displayed to a player who accesses the Bakery during themorning, enabling use of that selection. In other words, this makes itpossible to determine which player's selection is adopted based on atime at which a selection input is done as a criterion.

The determination of selection could also be based on the result of amini-game, by way of example.

Note that if all the responses are not there yet, the processing goes toa standby state in which it is waiting for responses (step S10).

The game information generation section 111 generates the gameinformation for response output, based on the determinations of thedetermination section 115.

More specifically, the image generation section 113 generates imageinformation based on those determinations, and the sound generationsection 114 generates sound information based on those determinations.

The transfer section 190 distributes game information comprising thisimage information and sound information to the portable telephones 200.

The above sequence from selection authority setting (step S6) to gameprogression (step S2) repeats up until the ending event occurs.

Note that if there is no response from a player within a certain time,the determination section 115 automatically makes a selection for thatplayer and the game information generation section 111 bases thegeneration of the game information on that determination.

In other words, if one player has not responded even after apredetermined time has elapsed, the determination section 115automatically makes a selection for the player who has not responded.Since this makes it possible to prevent a situation in which the otherplayers are continuing to wait, a plurality of players participating inthe game can experience smooth progress of the game.

As described above, this embodiment of the invention ensures that theselection input of a certain player determines the development of thegame story for the other players, thus making it possible for players toenjoy a highly dramatic game that is more realistic, in comparison withthe prior art in which the selection of other players does not affectthe development of the game story for the player.

In addition, the game information generation section 111 generates eventfor selection inputs with respect to the first and second players, basedon the game situation, making it possible to control the granting of theselection authority to a chosen player by the game informationdistribution device 100 that is the game information supply side.

This also makes it possible to pass the selection authority not only ina simple sequence such as first player, second player, third player,then first player, but also in a complicated sequence such as firstplayer, third player, second player, then third player again.

This makes the game development more interesting, thus increasing thedegree of satisfaction of the players with respect to the game.

Together with the variations in the game story based on the selectioninputs by the players, the game parameters for the players could also bechanged.

Note that game parameters in this case refer to factors such as thedegree of compatibility, points gained, number of coins, and the lifeforce, attacking force, and defensive force of the characters.

If, for example, the player of the “Nakamura” role makes an appropriateselection with respect to a selection request in the game, thedetermination section 115 could increment the “Points” field of thepartner data 122 by one.

In such a case, the game story could be varied based on a game parametersuch as points.

Although the present invention has been described above as relating to apreferred embodiment, the present invention is not limited to thatpreferred embodiment.

Storage of Personal Information

A schematic view of another game system in accordance with an example ofthis embodiment is shown in FIG. 9.

This game system comprises the portable telephone 200, which is aportable type of terminal device, and the game information distributiondevice 100, which generates game information based on distributionrequest information transmitted from the portable telephone 200 over atransfer path and which functions as an information supply system thattransmits game information to the portable telephone 200.

In this case, the game information distribution device 100 and theportable telephone 200 are connected by a mobile communications network510. The game information distribution device 100 and a capture device700 are connected together by the Internet 500. Note that the portabletelephone 200 is also connected to the Internet 500 by the mobilecommunications network 510.

The capture device 700 is disposed within a game establishment such as agame center. The functional blocks of this game system will now bedescribed.

The capture device 700 comprises an operating section 730 such as anoperating panel operated by the user and a capture section 710 such as aCCD camera that images the user and generates a captured image, based onthose operations.

The capture device 700 also comprises a display section 720 thatperforms display based on the operations of the user and data stored ina storage section, using a general-purpose processing device.

Note that the capture device 700 comprises transfer means for performingcommunications with the game information distribution device 100.

Note also that the configurations of the game information distributiondevice 100 and the portable telephone 200 are substantially similar tothose described above. Functions such as control over the transfer ofcapture information are handled by the determination section 115.

The user of each portable telephone 200 goes to a game establishmentthat has the capture device 700 and operates the operating section 730to obtain an image from the capture section 710. The capture section 710transfers the captured data to a storage section within the capturedevice 700 and the display section 720 displays the captured image. Theuser uses the operating section 730 to utilize that captured image aspart of that user's own user data 121. Note that the user also uses theoperating section 730 to input personal information such as his or herown region and mail address, if necessary. The transfer section of thecapture device 700 transmits personal information comprising the inputcapture information to the game information distribution device 100.

The game information distribution device 100 receives the captureinformation through the transfer section 190. The game informationdistribution device 100 stores the thus-received capture information aspart of the user data 121, linked to that user.

If the game information distribution device 100 transmits electronicmail to the second player, for example, generates electronic mail thatcomprises the capture information of the first player that is stored inthe user data 121 is generated by the image generation section 113. Thesecond player can check the appearance of the first player by receivingthat electronic mail.

By storing capture information for each player in the user data 121, itbecomes possible for the game information distribution device 100 toproduce characters that reflect the facial photographs of the players,when producing a game in which the players are formed into groups.

In addition, the system could be provided with an arcade game machine800 having an output section 810 that prints personal information suchas images captured by the capture device 700, as shown in FIG. 9.Players can play the above described multi-player game on the arcadegame machine 800, by having game information distributed from the gameinformation distribution device 100 to the arcade game machine 800.

This makes it possible for a player at a game establishment or the liketo enjoy a multi-player game wherein the selections of the playersaffect each other, using the insertion of a coin or a previouslypurchased game card.

This makes it possible for players to print out facial photographs andplayer profiles of themselves and their partners. This creates affinityand a feeling of solidarity between the players, thus making themulti-player game even more enjoyable.

Note that various configurations other than that shown in FIG. 9 arealso possible.

For example, the present invention could also be applied to a situationin which a game is played between players at separate locations, whileeach player is viewing the face of the other player that is beingcaptured by a CCD camera. More specifically, the configuration could besuch that game terminal devices, each comprising a CCD camera, aliquid-crystal screen, and an operating section, are disposed within aplurality of game establishments, the game establishments are connectedtogether by optical fibers, and terminal devices within each gameestablishment are also connected by a LAN. Each player operates aterminal device and records details such as his or her own name in theuser data 121 in the storage section 120 of the game informationdistribution device 100.

If each player is permitted to reference the personal information of theother players in such a case, personal information such as the names ofthe other players can be identified from the game information generatedby the game information generation section 111 on the basis of the userdata 121. Each player can also observe the states of the other playersin real time, through the CCD cameras provided in the terminal devices.

The present invention can also be applied to the performance of amulti-player game in such a game environment.

Note that the personal information such as the players' names could alsobe revealed at the end of the game.

With a love simulation game, for instance, if the personal informationof a first player and a second player is revealed to the other playerwhen marriage occurs at the end of a game in which the first and secondplayers manipulate characters to find kindred spirits, it may besufficient to not reveal personal information to players that do notprove compatible.

Other Variations

Various other modifications to the application of the present inventioncan also be devised, in addition to the revealing of personalinformation.

For example, sound information other than electronic mail or imageinformation could also be used as game information to the players orrequest information from the terminal devices such as the portabletelephones 200.

In addition, character-string input or key input, or a combinationthereof, could also be used as the selection inputs of the players,instead of the above described selection choices.

For example, details such as development of the game story could be madeto differ by having the players select items, input dialog, or selectcharacter movements.

Since this therefore means that the difference in one selection inputcan produce a different game story the next time the game is played,particularly if it is a game played repeatedly by several people, theplayers can enjoy the game for a long time without becoming sick of it.

Other than an adventure game of the above described multiple-story typeof multi-player style, the present invention is particularly applicableto a game in which the selections of the first player affect the gamedetails for the second player, and also to a multiple-story ormultiple-ending type of game (such as a simulation game, adventure game,role-playing game, or compatibility fortune-telling).

Note that multi-player games to which the present invention can beapplied effectively are not just games played by a plurality of humanplayers, but also games played between human and computer players.

Means for the transmission of information to the transfer section 190could be used as the supply means for game information, but it is alsopossible to use means that distributes an agent to the portabletelephone 200 as the acquisition means for the distribution requestinformation, to acquire distribution request information that is storedin the portable telephone 200.

The method of supplying game information could be the above describedmethod by which game information is supplied indirectly to the portabletelephone 200 over the transfer path, or the portable telephone 200could be connected directly to a game information supply device for thedirect supply of game information.

It is also possible to distribute the functions of the game informationdistribution device 100 between a plurality of devices, or theprocessing of the capture device 700 and the game informationdistribution device 100 could be integrated as shown in FIG. 9.

In addition to images captured by the capture device 700, the capturedimages could be acquired by reading a photograph through a scanner, orby reading a film from a camera by a film scanner, or by using a digitalcamera, or by using a CCD camera incorporated in an arcade image displayterminal.

The above embodiment was described with respect to an example in whichthe portable telephone 200 was used as the portable type of terminaldevice, but it is also possible to employ a device other than theportable telephone 200 as the portable type of telephone set, such as aPHS, a satellite communications telephone, or a pager. Other than aportable type of telephone set, it is possible to apply the presentinvention to any portable type of terminal device, such as a portabletype of PC, a personal digital assistant or a portable type of gamemachine having communications functions.

Other than a portable type of terminal device, various other terminaldevices, could be used such as the arcade game machine 800, a domesticgame machine, or a PC.

The mail generation section 117 of the game information distributiondevice 100 could be used to inform other players that the selectioninput of one player has ended.

If something like 100 players have the selection authority in thesimultaneous selection method, it may take some time for all of theplayers to complete their selections. In such a case, if the mailgeneration section 117 is used to send electronic mail stating that allof the players have completed their selections, it is not necessary forall the players to remain connected to the game network all the time,making it possible to suppress connection times and make efficient useof time.

Note that a method such as that described below could be employed as themethod of implementing the above processing. The mail generation section117 generates electronic mail with reference to the “mail address” ofthe user data 121, and that electronic mail is sent to the mail serverby using the transfer section 190. Each player acquires the electronicmail generated by the mail generation section 117 from that mail server.

1. An information supply system for a multi-player game comprising:information generation means which generates information used to performthe multi-player game at a predetermined terminal device, whereinvariations in a story are based on a selection input by a player; supplymeans which supplies the generated information to the terminal device;and acquisition means which acquires selection input information inputby a player through the terminal device, wherein the multi-player gameis an individual selection input type of game wherein differentresponses are output in correspondence to selection inputs; wherein theinformation generation means generates: first game information allowinga selection input by a first player when a first event requiring thefirst selection input by the first player occurs in the game, the firstgame information based on a first selection authority flag indicatingthat the first player has selection authority; first responseinformation corresponding to the first selection input by the firstplayer acquired by the acquisition means based on a first responsecompleted flag indicating that the first selection input is completed;second game information allowing a second selection input by a secondplayer when a second event requiring the second selection input by thesecond player occurs in the game, the second game information based on asecond selection authority flag indicating that the second player hasselection authority; and second response information corresponding tothe second selection input by the second player acquired by theacquisition means based on a second response completed flag indicatingthat the second selection input is completed; and wherein the supplymeans supplies: the first game information to a first terminal deviceoperated by the first player; the second game information to a secondterminal device operated by the second player; and the first and secondresponse information to the first and second terminal devices of thefirst and second players, respectively.
 2. The information supply systemas defined in claim 1, wherein the information generation means causesthe generation of the first and second events requiring the first andsecond selection inputs by the first and second players, respectively,based on the game situation.
 3. The information supply system as definedin claim 1, further comprising: mail generation means which generatesnotice information notifying receipt of the first or second selectioninput in electronic mail format, when the acquisition means acquires thefirst or second selection input by the first or second player,respectively, wherein the supply means supplies the generated noticeinformation as electronic mail to the terminal device operated by thesecond player or first player, respectively.
 4. The information supplysystem as defined in claim 1, wherein the acquisition means acquirespersonal information including identification information of the playerand a captured image of the player, through a personal information inputdevice having input means and capturing means; and wherein theinformation generation means uses the acquired personal information togenerate the information to be used to perform the multi-player game. 5.An information supply system for a multi-player game comprising:information generation means which generates information used to performthe multi-player game at a predetermined terminal device based on aselection input by a player; supply means which supplies the generatedinformation to the terminal device; acquisition means which acquires theselection input by the player through the terminal device; anddetermination means which automatically determines a content of theselection input by at least one of the first and second players, whenthe acquisition means has not acquired any selection input informationfrom at least one of the first and second players within a predeterminedtime, wherein the multi-player game is a concurrent selection input typeof game wherein different responses are output in correspondence toselection inputs; wherein the information generation means generates:game information allowing the selection inputs by first and secondplayers when a predetermined event requiring the selection input occursin the game; and response information corresponding to the selectioninputs by the first and second players acquired by the acquisitionmeans; and wherein the supply means supplies the game information andthe response information to first and second terminal devices operatedby the first and second players, respectively, wherein the informationgenerating means uses the selection input having the content determinedby the determination means to generate information used to perform themulti-player game.
 6. The information supply system as defined in claim5, wherein the determination means determines the content of a selectioninput for at least one of the first and second players at random, or bya lottery, or based on any one of a selection input order, time elapsedin the selection input, a time at which the selection input is done, agame score, the state of game progress, and a region to which the firstor second player belongs.
 7. A program embodied on an informationstorage medium or in a carrier wave, and used to supply information thatis used to perform a multi-player game at a predetermined terminaldevice, wherein variations in a story are based on a selection input bya player, the program implementing in a computer and comprising:instructions for generating the information used to perform themulti-player game; instructions for supplying the generated informationto the terminal device; and instructions for acquiring the selectioninput by the player through the terminal device, wherein themulti-player game is an individual selection input type of game whereindifferent responses are output in correspondence to selection inputs;wherein the instructions for generating the information furtherincludes: instructions for generating first game information forallowing a first selection input by a first player when a first eventrequiring the first selection input by the first player occurs in thegame, the first game information based on a first selection authorityflag indicating that the first player has selection authority;instructions for generating first response information corresponding tothe first selection input by the first player acquired through theinstructions for acquiring the selection input based on a first responsecompleted flag indicating that the first selection input is completed;instructions for generating second game information allowing a secondselection input by a second player when a second event requiring thesecond selection input by the second player occurs in the game, thesecond game information based on a second selection authority flagindicating that the second player has selection authority; andinstructions for generating second response information corresponding tothe second selection input by the second player acquired through theinstructions for acquiring the selection input based on a secondresponse completed flag indicating that the second selection input iscompleted; and wherein the instructions for supplying the generatedinformation further includes: instructions for supplying the first gameinformation to a terminal device operated by the first player;instructions for supplying the second game information to a terminaldevice operated by the second player; and instructions for supplying thefirst and second response information to the first and second terminaldevices of the first and second players, respectively.
 8. The program asdefined in claim 7, wherein the instructions for generating theinformation further includes instructions for generating the first andsecond events requiring the first and second selection inputs by thefirst and second player, respectively, based on the game situation. 9.The program as defined in claim 7, further implementing in the computerand comprising: instructions for generating notice information notifyingreceipt of the first or second selection input in electronic mailformat, when the instructions for acquiring the selection input furtherincludes instructions for acquiring the first or second selection inputby the first or second player, respectively, wherein the instructionsfor supplying the generated information further includes instructionsfor supplying the generated notice information as electronic mail to theterminal device operated by the second or first player, respectively.10. The program as defined in claim 7, wherein the instructions foracquiring the selection input further includes instructions foracquiring personal information including identification information ofthe player and a captured image of the player, through a personalinformation input device having input means and capturing means; andwherein the instructions for generating the information further includesinstructions for generating the acquired personal information togenerate the information to be used to perform the multi-player game.11. A program embodied on an information storage medium or in a carrierwave, and used to supply information that is used to perform amulti-player game at a predetermined terminal device based on aselection input by a player, the program implementing in a computer andcomprising: instructions for generating the information used to performthe multi-player game; instructions for supplying the generatedinformation to the terminal device; instructions for acquiring theselection input by a player through the terminal device; andinstructions for automatically determining a content of the selectioninput by at least one of the first and second players, when theinstructions for acquiring the selection input has not acquired anyselection input information from at least one of the first and secondplayers within a predetermined time, wherein the multi-player game is aconcurrent selection input type of game wherein different responses areoutput in correspondence to selection inputs; wherein the instructionsfor generating the information further includes: instructions forgenerating game information allowing the selection inputs by first andsecond players when a predetermined event requiring the selection inputoccurs in the game; and instructions for generating response informationcorresponding to the selection inputs by the first and second playersacquired through the instructions for acquiring the selection input; andwherein the instructions for supplying the generated informationsupplies the game information and the response information to first andsecond terminal devices operated by the first and second players,respectively, wherein the instructions for generating the informationuses the selection input having the content determined through theinstructions for automatically determining a content to generate theinformation used to perform the multi-player game.
 12. The program asdefined in claim 11, wherein the instructions for automaticallydetermining a content further includes determining the content of theselection input for at least one of the first and second players atrandom, or by a lottery, or based on any one of a selection input order,time elapsed in the selection input, a time at which the selection inputis done, a game score, the state of game progress, and a region to whichthe first or second player belongs.